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Found 61 results

  1. Hey guys, I have a vellum setup in dops where I'm dropping gummies. So far, to replace vellum geo, I used a point deform, that worked when I had same mesh as input in vellum and point deform, but on Dops I'm emitting 1 gummie after 10 frames, so not sure how to approach this. I tried using this expression $FF%10==1 in the timeshift for the point deform, but isn't working since doesn't take all the other dop meshes. I also tried some stuff in a sop solver within Dops with no luck Any tip to get a original uv mesh in this kind of setup will be super helpful Thanks!
  2. Good morning ODFROCE, I come from Blender so I am quite new in Houdini. There is this tool within Blender´s "tissue" addon called "Object: Area", which sort of calculates object weights depending on its volume. This comes very handy when dealing with particles, instances... I am sure Houdini has something similar but I havent been able to find it. I would appreciate if someone could show me the way. Thank you very much!!! zebra.
  3. hey guys. I'm a little in trouble. Arnold mesh light doesn't work well though I've tried it in the documentation and the topics here. Attach hip data. What is the problem? meshlight_test.hip
  4. Hey everyone! I have a simple hiRes flip simulation with a boat, but I can't mesh it properly. On random frames the middle part is disappears, and I have no idea why. I managed to figure it out it's somehow coming from the Flattening Geometry option but I couldn't solve the problem. Do you have any ideas?
  5. Modeler 1.0

    Modeler 1.0 for Houdini released! Free for all the DM 2.* users. $70 for the DM 1.* users. https://gum.co/xKBKM What's new: 1. DM now renamed to Modeler 1.0 2. new feature: the DM menu (Z hotkey) has been replaced with a new alignment menu where you can use tools for fast and accurate transformation. The menu includes the whole set of tools for working with a compass, geometry centring, quick flattening with gestures and many other transformation tools. Use the hotkeys for the tools of the old DM menu. 3. new feature: Deform Menu (N hotkey) with lots of interactive deformation tools including a new Lattice tool 4. new feature: MODELER_PICK_STYLE environment variable allows to override Modeler startup selection pick style. Add it to the houdini.env file. Use "Box", "Lasso", "Brush" or "Laser" values, then restart Houdini. 5. new feature: the hard and soft boolean tools are now combined in a new menu called Boolean (J hotkey) 6. new feature: a Fix Curves tool helps get rid of broken lines in open polygons. This helps when beveling corners of open polygons. 7. new feature: a Select Curves tool helps to select open polygons (curves) in the model 8. improvement: now some tools can create curves and process them. For example, the Extrude tool can produce lines from selected points. The Collapse tool can flatten open polygons (curves). The Connect tool can be used to cut a segment between two selected points or connect two open faces. The Push tool now properly moves points in open faces. 9. improvement: the RMB menu of the Push tool has a new item Toggle Connectivity, which allows you to move points, capturing the points of other closed pieces 10. improvement: the Push tool now works slightly faster 11. improvement: the Push tool can now slide point with Ctrl+MMB 12. improvement: the mouse and keyboard shortcuts of the Push tool have been completely redone 13. improvement: if nothing is selected, the Hose tool searches for all the curves in the current geometry 14. improvement: a Group parm added to the Hose Tool. Can be used in conjunction with a result of the Duplicate tool 15. improvement: Hose now creates straight edges tube if the Resample Curve set to zero value 16. improvement: Geometry Library renamed to KitBash and works only as the python panel 17. improvement: KitBash replace feature now doesn't update the item icon 18. improvement: Tools Panel now has a new category KitBash with tools for working with the library items. Now you can create, save, overwrite and update icons faster, without actually working in the KitBash panel 19. improvement: volatile edge sliding now does not require explicit movement of the mouse pointer to the edges 20. improvement: volatile edge sliding now can be used to slide points and faces 21. improvement: Fix Overlaps can now use face groups 22. improvement: Duplicate applied to edges now creates a curve in the current geometry object 23. improvement: the Resymmetry tool now works slightly better. The Tollerance parameter is no longer saved between nodes (). This allows you to not change the position of the seam points. 24. improvement: mouse wheel manipulation in various tools has been improved 25. improvement: new simple box type has been added to the QPrimitive HDA 26. improvement: Tools Panel now has a more logical structure for faster access to popular tools 27. improvement: the Modeler shelf was fully revisited 28. improvement: the Walk History Up and Walk History Down tools (Up and Down hotkeys) now work more interactively when traveling through nodes with more than one input or output. 29. improvement: the Select By Shells tools was replaced with a new Convert To Shells tool (Ctrl+1) 30. improvement: double-clicking with LMB in the viewport is completely revisited. Now you can jump to objects level by double-clicking LMB in an empty space. Clicking on a geometry allows you to quickly switch between objects. If you are in a certain state, double-clicking activates the selection mode. All these improvements speed up the modeling process. 31. improvement: the deformation tools (Size, Ramp, View) now have the fixed blend feature. The transition between the deformable points and the undeformable part looks more correct. 32. fix: Hose now orients rings copies correctly 33. fix: Slice, Mirror and Cut tools now set correct geometry center on tool activation 34. fix: JumpUp and JumpDown tools does not work when Compass is active 35. fix: QLight now works properly if you run it from the orthographic viewport 36. fix: sometimes camera movement with Alt did not work after a mouse click 37. Lots of tools have changed hotkeys. Look at Tools Panel for more details. 38. Python code has been revisited 39. Documentation has become more detailed 40. Overall speed improvement 41. Other improvements Works only in Houdini 18. Use build >= 18.0.346
  6. Growth Systems

    I originally made a post in in the WIP section, but have finalised a selection of images that demonstrate the extent of the project at this particular time. Hope to get some tips, speculation and direction . The work started with an idea of looking into systems of growth and the procedural simulation of that growth. The question of landscape surveillance and 'fertility' arose - can a landscape (or object) topology be evaluated for growth? In this case the landscape would be a scanned model of a terrain, converted from pointcloud to mesh data and thus reinterpreted as a topology of points and primitives with certain inherent attributes: Position (vector), Normals (vector), and curvature (scalar) predominantly. The simulation can then search for 'flatness' and eliminate areas of surface beyond a limit of acceptability. The surface is then displaced whilst maintaining ties to the remainder, this seemed to mirror a process not too dissimilar to inflation (although much more noisy and undefined), always using the retopologised mesh (and thus recalculated attributes) as a driver for the next frame of growth. Generated or grown form is evaluated through a series of spatial explorations with particular functional characteristics in mind. Much like a single-surface-landscape produces the massing for proposed architectural volumes, these volumes are then reinterpreted as single-surface forms that morph into a typology of architecture defined by certain rules. The primary purpose of the interior volume is to house the program of an architecture. The height of the form is predetermined in the procedural algorithm of massing to produce volumes within a range of heights (for example between 3 and 20 meters). The nature of the form suggests an architectural language of evaluated skin as a means of facilitating architectural space. This is then differentiated to provide for the various requirements of a space of production - for example: how can the floor surface serve as a platform for plant growth; how can the side envelope serve as a mediator of thermal comfort; etc? A. There is a desired differentiation between roof and side envelope - key factors to be considered are the issues of transparency in form for light to enter the space below and the capacity to drain rainwater or melting snow. B. An impression of uniformly distributed structural frames is suggested as a method of holding up a dressing of skin not too dissimilar to ideas of bone to muscle tissue connections. C. The form is interpreted as a skin multi-functional, multi-material character. There is a desire for a thermal envelope mixed with porous characteristics that allow for breathability within the interior environment, light, and mediation from the harsh external environment. The following images are all excerpts of a fully procedural exercise; all grown; but in various stages of development of the same system.
  7. Hi all, I have set up a tool that takes an input mesh and performs an operation that writes new vertex color to this mesh. I am looking for a way for the HDA asset inside unreal to take the input mesh and overwrite the vertex colors of that specific instance in the world is this an achievable effect? Thanks all, Dom
  8. Mesh Reveal

    How to reveal mesh using polygon i want to reveal my mesh followed by animated polygon as shown in the image thnkx Rnd_Hand.hipnc body.obj
  9. Does anyone know if it is possible in H to conform one humanoid mesh to another? I'm really looking for a procedural method for aligning dimensions and orientation of a destination mesh with a base reference source mesh. I don't think I need a morph SOP, because the destination needs to retain some (or perhaps most) of its own identity, but needs to conform the general object space that the source mesh occupies. Blender offers a sort of shrink wrap function that projects vertices from source to destination, but I'm not convinced this will do what I'm after. Any ideas on this from the community? Just a point in a general direction would be a good help. I'm quite new to H, so I know there is a steep hill ahead and I've got my hiking boots on! Thanks.
  10. Hi guys. I recently wacthed Fifty50 tutorial making a infection effect and now I'm trying to mesh the points but I couldn't achieve a better quality result. Btw I'm pretty new to houdini :{ My currently setup after points is Volume Rasterize Attributes> Vdb Smooth> ConvertVdb to polygons. Are there a better way to mesh those points? hip file attached, thank you in advance guys. RnD_Infection.v01.hip 001_Pedestal_high_poly.FBX
  11. I want To make this kind of Growth Simulation
  12. Hi wizards! Im struggling with a problem, that when i thought about it i thought it was really easy to solve, but nope! haha So, we did a character inhouse, sent to a guy (rigger/animator), he did his own rig, animated the character and sent us back an alembic ready to render. The issue: the animation is fine but there were a minor changes on the model. This guy went on holidays for a month, so we don't have his rig setup. Now, we took the model in the first frame, we moved some points in zbrush to match the feedback and took it back to houdini to check that all the point number and polycount are the same. The question: - Is there a way to take this new model (same point number, same polycount), transfer somehow the new point position and apply the animation from the wrong model to it? I made a dummie scene of situation, i would really appreciate if someone can help me with this! I will keep working on a solution but maybe u already faced this problem before! Thanks guys! alembic-replace.zip
  13. Mesh from Lines (leaf)

    Sup guys, What would be the best way to create a mesh from these lines? Scene file attached Leaf_v0102.hip
  14. Hi everyone, i got a question and can't figure a way out. Imagine a bottle, and a mesh that perfectly fits into that bottle. I want to convert the mesh into a flip fluid and when i turn on gravity i want it to be as big as before. So my bottle is filled. The reason why i want that, is that I have a drop coming from above and falling into that bottle. When it collides with the fluid inside the bottle, I want a little splash and then the sim is done. How can i get a filled bottle that stays filled after I turn on the Sim. Maybe someone got the same problem or a solution, but i can't get my head around it! Thanks and Cheers!
  15. Is there a way to confine particles to a mesh? I've attached an example of how I'd like to be able to get the lava to flow down the side of a volcano. The paths are just curves converted to meshes to show the flow path.. In trying to get the particles to follow a mesh, I detached a part of the volcano in Max, then imported it into Houdini. Treating it as a collider, the particles just collide and randomly fall off the mesh. Is thee a node or a network in Houdini that allow particles to be confined to a mesh and flow within it?
  16. remesh fluid sim

    hey! I'm looking into remeshing a flip mesh to constraint it to a particular topology, so basically I want to project a given grid vertically into a flip mesh surface. I think I can do it via the ray sop but I can't seems to find the right way
  17. I use Houdini to design parts for 3D printing. The requirement for 3D printing is manifold geometry ("watertight" models, no single edges, no "T" connections between polys etc). I have a polygonal object, the result of many Boolean operations. From my, human view, it looks "watertight": it's a polygonal shell that encloses a definite region in space, with no holes. But my slicing software (Simplify3D) gives me "non-manifold" verdict, high-lighting in red many of the Boolean'd edges. Is there some way in Houdini (SOP or OTL) to cleanly rebuild a mesh from scratch (based on an existing mesh) and clean it up for 3D printing? For example, turn it into a point cloud, then I, as a human, could provide the software with clues where "inside" and "outside" is (e.g. by creating points and defining them as "inside" and "outside" the model. The SOP or OTL would then rebuild all polys in a way that creates a consistent, clean mesh. I tried the PolyDoctor SOP and turned most of its "Repair" options on, but it didn't do anything useful.
  18. Mesh Border Mask

    Hello, I'm quite new to Houdini and I have a pretty simple question which I haven't been able to figure out. Suppose an open convex plane, how can I make a mask from border to center going from black to white? Attached example images. In my case, a height mask could do the trick too due to its convex shape, but ideally I prefer the border. Thank you
  19. Hey fluid masters, is it possible to combine 2 Particle Fluid Surface nodes? I am getting better "gloop" and tension in the meshing of 2 different sims using PFS. VDBs, not so much. Even using VDB to Particle Fluid Surface is not as good as PFS. See where it simply Boolean Unions and doesn't Mesh them together like the Particle Fluid Surface node? Cheers!
  20. Hey guys, I have a quick question about the polygon soup meshes I'm getting out of Houdini. I'm getting mesh popping when I convert it and send to C4D for render, they look like the attached IMGs. I included my set-up in there as a rough guide but I think there's something I'm really overlooking. I'm kinda new to Houdini still and would really appreciate a kick in the right direction of how to solve this in terms of the way I'm approaching 'skinning' the particles. Thanks
  21. Hi! I am a student using Houdini for my short film. I have a scene where my character disintegrates. I have a voronoi fracture with an animated and deforming mesh but when the character does larger movements, what seems to be the inside vertices come crashing through the surface outside pieces. Not sure what's happening here. Really sorry for the crappy quality images and all sorts I have to upload this all on my phone as my campus has been having internet issues. Thanks in advance. I would like to upload the hipfile but I can't include my alembic files because of the mentioned internet restriction. If it is necessary I can get the hip onto my phone to send.
  22. Hello Guys. I have a problem with meshing FLIP when flattening for ocean displacement. There's visible popping by one frame in refraction when geometry is coming out of water. Here's preview: And here's what's going on with mesh on one frame and next one: Anyone have any idea how to fix that problem? I've tried many solutions but without success. - Narrow Band is turned off - I tried subtracting collision geo from mesh but it doesn't work - Without flattening there's no problem because of the boundry, water has thickness and it's meshed together with space around collision object. If anyone have a workflow for meshing that kind of ascending, I would be very grateful for any sugestions. And if that will help, I'm sharing .hip file without cache files. flip_ocean_rnd_v004.hiplc
  23. Delete interior faces?

    how can i delete the inner intersecting geometry? Kristall.hip
  24. Hi everyone! I am having an issue with rendering my ocean using Mantra in Houdini. It appears really blocky and I cannot figure out why! This is my first time trying to use the Houdini ocean tools so sorry if my explanation isn't great but I will try and explain my scene. I have cached out my guided ocean simulation and used it to create an extended ocean so it is definitely an issue with the creation of the extended ocean. I have tried so many different settings to try and solve this issue and nothing seems to reduce it at all. So far I have tried changing these settings in the particlefluidsurface node: - lowering particle separation to 0.06 - lowering voxel scale to 0.1 - lowering the influence scale to 2 - increasing the extrude divisions I have attached a render to show the weird blockiness I mean, it can't even see where these divisions would be coming from in the mesh! Anyone have any idea what else I can try or why this is happening??
  25. Offset Mesh

    HI Does anyone know how to make an offset mesh, to create thickness?? Also, does anyone know how to make the exterior surface of my mesh like the image? I have uploaded my hip file. scene3.hipnc
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